/*****************************************************************
Wowengine - v0.1

File: wen_light.inl
Creation date: 2012-08-13
*****************************************************************/

/****************************/
// Accesors
/****************************/
inline unsigned int Light::GetID() const
{
	return m_uiID;
}
//----------------------------------------------------------------
inline void Light::SetID(unsigned int uiID)
{
	m_uiID = uiID;
}
//----------------------------------------------------------------
inline bool Light::IsEnabled() const
{
	return m_bEnabled;
}
//----------------------------------------------------------------
inline void Light::SetIsEnabled(bool bEnabled)
{
	m_bEnabled = bEnabled;
}
//----------------------------------------------------------------
inline int Light::GetType() const
{
	return m_iType;
}
//----------------------------------------------------------------
inline void Light::SetType(int iType)
{
	m_iType = iType;
}
//----------------------------------------------------------------
inline const std::vector<float>& Light::GetDiffuse() const
{
	return m_afDiffuse;
}
//----------------------------------------------------------------
inline void Light::SetDiffuse(std::vector<float> const &afDiffuse)
{
	m_afDiffuse = afDiffuse;
}
//----------------------------------------------------------------
inline const std::vector<float>& Light::GetAmbient() const
{
	return m_afAmbient;
}
//----------------------------------------------------------------
inline void Light::SetAmbient(std::vector<float> const &afAmbient)
{
	m_afAmbient = afAmbient;
}
//----------------------------------------------------------------
inline const std::vector<float>& Light::GetSpecular() const
{
	return m_afSpecular;
}
//----------------------------------------------------------------
inline void Light::SetSpecular(std::vector<float> const &afSpecular)
{
	m_afSpecular = afSpecular;
}
//----------------------------------------------------------------
inline const std::vector<float>& Light::GetDirection() const
{
	return m_afDirection;
}
//----------------------------------------------------------------
inline void Light::SetDirection(std::vector<float> const &afDirection)
{
	m_afDirection = afDirection;
}
//----------------------------------------------------------------
inline float Light::GetAttenuation0() const
{
	return m_fAttenuation0;
}
//----------------------------------------------------------------
inline void Light::SetAttenuation0(float fAttenuation0)
{
	m_fAttenuation0 = fAttenuation0;
}
//----------------------------------------------------------------
inline float Light::GetAttenuation1() const
{
	return m_fAttenuation1;
}
//----------------------------------------------------------------
inline void Light::SetAttenuation1(float fAttenuation1)
{
	m_fAttenuation1 = fAttenuation1;
}
//----------------------------------------------------------------
inline float Light::GetAttenuation2() const
{
	return m_fAttenuation2;
}
//----------------------------------------------------------------
inline void Light::SetAttenuation2(float fAttenuation2)
{
	m_fAttenuation2 = fAttenuation2;
}
//----------------------------------------------------------------
inline float Light::GetRange() const
{
	return m_fRange;
}
//----------------------------------------------------------------
inline void Light::SetRange(float fRange)
{
	m_fRange = fRange;
}
//----------------------------------------------------------------
inline float Light::GetFalloff() const
{
	return m_fFalloff;
}
//----------------------------------------------------------------
inline void Light::SetFalloff(float fFalloff)
{
	m_fFalloff = fFalloff;
}
//----------------------------------------------------------------
inline float Light::GetTheta() const
{
	return m_fTheta;
}
//----------------------------------------------------------------
inline void Light::SetTheta(float fTheta)
{
	m_fTheta = fTheta;
}
//----------------------------------------------------------------
inline float Light::GetPhi() const
{
	return m_fPhi;
}
//----------------------------------------------------------------
inline void Light::SetPhi(float fPhi)
{
	m_fPhi = fPhi;
}
//----------------------------------------------------------------